I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg.
The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch
at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a
wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the
rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit
a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter
by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot
slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre
I feogrt who ollanirigy had tihs but wohveer did. TAHNKS

I wonder how would you compile that... boxset doesn't exist anu more. Which means you're using an outdated XSE. Check my thread for the newest one. BTW... the whole approach thingy is not needed as you can just set the Trainer/View Radius option accordingly. Read the XSE guide for further details. After adjusting the settings you might want to try this script:

I've looked in thee scripting tutorials and everything but I can't figure something out. How can I change the battle music for this wild-battle? Lugia and Ho-Oh have their own battle music so obviously it's possible to change the music of wild encounters, but how do I do it?

EDIT: Also, there's 1 more problem with the script. When Lugia is captured, the screen fades to black and he disappears but the screen doesn't fade back into normal, it stays black until you change screens, such as viewing your pokemon team or leaving the map. I'd appreciate if someone helped me out with that too, but the music question is my primary concern.

Has anyone made a script to nickname a pokemon that you just recieved but when you choose yes,it doesnt nickname the right pokemon,for instance,an egg sprite might appear?How do you fix this,ill post my script too.

Well the first thing I see is that you use offset 0x200 at the top... Use like 0x800000 or something so you don't screw up your game. The checkflag and setflag, you should use 1000 or greater to once again, avoid screwing up the game.

For the (movement) thing, it isn't supposed to be there. He put that there so you could decide where the guy moves. It's done in hex. Here are the possible movements you should work with:

Up: #raw 0x09
Down: #raw 0x08
Left: #raw 0x0A
Right: #raw 0x0B

Be sure to keep #raw 0xFE after each set of your movements because that tells the game that those movements are done.

For some reason person #4 isn't doing his first command in this script. However, if i leave the map come back and try the script he follows it. Does anybody know why this is and if i can do something so i don't have to leave the map to make him do the movement command.

#org 0x804293
= [green_fr]CLOVIS: Hi. My name is Clovis. I saw\nyou come\nout from the Copihue Woodlands\pearlier.\pYou're from Camp Copihue, aren't\nyou?\pMy grandad taught the Scout Master\neverything that he knows.\pWell, lemme see how well the Scout\nMaster's taught you in the\part of Pokémon Battling!

#org 0x8043A8
= Wow... He's taught you well...

#org 0x8043C9
= [green_fr]CLOVIS: You're good...\nVery good indeed...

#org 0x8045B6
= [blue_fr][rival]: Goodbye!

#org 0x8045C8
= [black_fr][player] opened the package...

#org 0x8045E6
= [black_fr][player] received a pair\nof Running Shoes!\p[player] received a Pokémon\nEncyclopedia - the renowned Pokédex!

#org 0x804293
= [green_fr]CLOVIS: Hi. My name is Clovis. I saw\nyou come\nout from the Copihue Woodlands\pearlier.\pYou're from Camp Copihue, aren't\nyou?\pMy grandad taught the Scout Master\neverything that he knows.\pWell, lemme see how well the Scout\nMaster's taught you in the\part of Pokémon Battling!

#org 0x8043A8
= Wow... He's taught you well...

#org 0x8043C9
= [green_fr]CLOVIS: You're good...\nVery good indeed...

#org 0x8045B6
= [blue_fr][rival]: Goodbye!

#org 0x8045C8
= [black_fr][player] opened the package...

#org 0x8045E6
= [black_fr][player] received a pair\nof Running Shoes!\p[player] received a Pokémon\nEncyclopedia - the renowned Pokédex!

#org 0x804293
= [green_fr]CLOVIS: Hi. My name is Clovis. I saw\nyou come\nout from the Copihue Woodlands\pearlier.\pYou're from Camp Copihue, aren't\nyou?\pMy grandad taught the Scout Master\neverything that he knows.\pWell, lemme see how well the Scout\nMaster's taught you in the\part of Pokémon Battling!

#org 0x8043A8
= Wow... He's taught you well...

#org 0x8043C9
= [green_fr]CLOVIS: You're good...\nVery good indeed...

#org 0x8045B6
= [blue_fr][rival]: Goodbye!

#org 0x8045C8
= [black_fr][player] opened the package...

#org 0x8045E6
= [black_fr][player] received a pair\nof Running Shoes!\p[player] received a Pokémon\nEncyclopedia - the renowned Pokédex!

#org @11
= Do you want to nickname the\n[darknavyblue_fr]Nidoran\hB6[black_fr]?

#org @end
release
end

#org @name
call 0x1A74EB
return

The problems are bolded.

Everything else works fine, except for those two things. When you step on the trigger, a nidoran is supposed to come down, but it doesen't. And later on your supposed to thhow a pokeball at it, and which again it dosen't move to where you player is.

#org @11
= Do you want to nickname the\n[darknavyblue_fr]Nidoran\hB6[black_fr]?

#org @end
release
end

#org @name
call 0x1A74EB
return

The problems are bolded.

Everything else works fine, except for those two things. When you step on the trigger, a nidoran is supposed to come down, but it doesen't. And later on your supposed to thhow a pokeball at it, and which again it dosen't move to where you player is.

Any help is appreciated

The applymovement and movesprite commands won't work if what you're moving is too far from the player. Also, make sure the index number is the correct one.

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